Examples:
- Follows the wall contour using the crosshairs when moving around the corners. The only thing wrong here is that the AI is aiming at the wall instead of at the open space next to the wall where the enemy would be.
- After going through a door, it checks all corner to clear the room. But it's very slow in doing this, and would get shot instantly in a real game.
- Adjusts the crosshair constantly to not look at the floor when walking. The problem is that the crosshair is never at headshot level!
I am not bashing on this AI btw, just pointing out that it's actually getting close to real human behaviour! Fascinating!
Something I've noticed is going well is the fact that the AI doesn't spray n' pray but controls the spray pattern and drags the crosshair down. Shoots in bursts!
This is actually how well-practiced humans play, aiming instead where the enemies are likely to be (behind the wall) instead of trying to perfectly aim at the corner all the time.
I'd love to see the same method, but with audio inputs too.
They started with a system that lets players review games and try to understand if a player is a cheat or not. Games are anonymized, and you get to rewatch the replay to try to make a determination
They can then use that data to train their NN to help detect which players / games should be fed into this manual review process
I assume now the product is probably good enough that it's ranking reviewers too to determine how good reviewers are at detecting if there's cheats or not.
It's pure genius
Here's a GDC talk you may find interesting: > In this 2018 GDC session, Valve's John McDonald discusses how Valve has utilized Deep Learning to combat cheating in Counter-Strike: Global Offensive.
Things like moving around the map in a rational way, learning how to counterplay enemies, tactics when entering a room, all based on solely visual data, are extremely difficult. These skills are much more intuitive to humans, but much harder to learn than "there is a human head at {523,1021}"